With talk of nerfs existing, coming up more and more thanks to the announcement of a new expansion and a new way to play, I thought to myself "Is there a way to nerf a card and maintain its' initial identity?"
Initially, I thought about mechanics that already exist in the game that players are familiar with. Big Game Hunter's stats are fine as is, so that's not needing tampering with, but what's important is the Battlecry. It's the one thing that makes it hard to play anything big like Dr. Boom. The idea for Big Game Hunter should have been to stabilize, not keep or maintain control, so why not nerf the card properly?
Below is the new Big Game Hunter that I think should exist once the new formats are introduced. Big Game Hunter SHOULD be used to help recover, not keep people locked down. Granted, it still retains that power it had before, but with a twist that makes sense, for the sake of making the card a bit better(?).
seems a little harsh of a nerf to me, i mean give it 1 more health with an effect that situational so you can at least slam it on 3 with a bad draw.
I think it is a hard card to nerf while retaining its identity,i havent given it much though on how they could do it, maybe just a peacekeeper effect if they wanted to take the easy way out. i heard someone suggest on this site that you could just change the battlecry to "deal 4 damage to a minion with over 7 attack" so im not sure which is best seems like a tough call.
With talk of nerfs existing, coming up more and more thanks to the announcement of a new expansion and a new way to play, I thought to myself "Is there a way to nerf a card and maintain its' initial identity?"
Initially, I thought about mechanics that already exist in the game that players are familiar with. Big Game Hunter's stats are fine as is, so that's not needing tampering with, but what's important is the Battlecry. It's the one thing that makes it hard to play anything big like Dr. Boom. The idea for Big Game Hunter should have been to stabilize, not keep or maintain control, so why not nerf the card properly?
Below is the new Big Game Hunter that I think should exist once the new formats are introduced. Big Game Hunter SHOULD be used to help recover, not keep people locked down. Granted, it still retains that power it had before, but with a twist that makes sense, for the sake of making the card a bit better(?).
Have you never played WOW? Although HS is trying to get away from it's WOW roots.....BGH wasn't B.A. once he was hurt....He was B.A. because he swung around a 'BIG' gun !!!! :P
Kripp suggested just "damaging a minion" with 7 or more health.
Like, "deal 5 damage to a minion with 7 or more health"
This way, it is still powerful as it would still kill 7/4s and 7/5s, but it would not kill 8/5+ health like giants in one shot.
I say, nerf the stats, like a (5) mana 3/3 like Ram Wrangler would be better, or even a (4) mana 2/2 would be okay. If not removed, a 4/2 can do some damage or get in a good trade. No need for it to have 4 power being that the effect is so good.
Why the hell would you nerf BGH? It's a card that without 7atk minions from your opponent stays completely dead in your hand all the time, and is also an excellent counter for those decks who just take a bunch of survival mechanisms and just a few "big" minion to curbstomp you.
When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
This would make this card too conditional, there has to be a more elegant way to nerf it.
It's conditional just like Kezan Mystic is conditional. Not everyone has secrets, and not everyone has that 7 attack minion, but damn is it good to have the option available. People will even play these cards for the sake of tempo, because you need stuff on the board sometimes. Big Game Hunter is such a mainstay, people would still be willing to play it, considering that at some point he becomes useful. If you wanted to balance it more, he could MAYBE have the ability to remove 6 attack minions, but then that just makes the card stronger in some ways.
What would you do differently from me? I am curious, and I am looking for a discussion of sorts, so I'm all ears.
It is to laugh to even talk about nerfing BGH while they have left Mysterious Challenger unchanged despite it being considered imbalanced by most of the community. BGH does not bother me, and I don't think it needs to be changed at all.
I like the idea of damaging high attack minions. That way it isn't a complete waste for them to spend 7+ mana on a minion that will provide no tempo whatsoever because of BGH. It would see play only for decks that need the extra boost of removal, so the 4/2 stats aren't a big problem.
I was just saying earlier about how it'd be cool to do 6 attack while presenting another factor, like the health dip. I like the idea of something like this too. It needs to have a condition attached, of course. The Legendary idea is nice as well.
In order to nerf BGH they'd have to first nerf molten giants. Thats really why they added it in the first place. Dropping multiple 8/8's on a turn is game over for most classes.
Which decks play BGH these days? Some combo druids, some CWs... Priest, Hunter, Zoolock, Mage, Paladin, Shaman usually don't. It's not particularly likely to resurge in standard either, because most of the hard removal you play instead is in classic. Fel Reaver and Boom, two major targets, will be out.
Maybe it will see a slight nerf, like making it 4 mana with a better body, but I don't think the card will be changed at all.
I need Big Game Hunter to deal with Ragnaros, if you are going to nerf it, at least make his battlecry destroy / deal 8 damage to 8 attack or higher minions or:
"Battlecry: Destroy Ragnaros the Firelord"
Not sure why people dislike him, he is a guardian more than a threat, he keeps us safe from big bullies. I love him, I will marry him, even if he messes up my jousts.
Not sure why people dislike him, he is a guardian more than a threat, he keeps us safe from big bullies. I love him, I will marry him, even if he messes up my jousts.
This. It's the card that keeps people from just regurgitating legendaries from their decks int the field without a care in the world. Oh you just spent 8 mana to throw your stupid Ragnaros or Boom? well it dies, enjoy.
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When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
Seriously would it really hurt to just have strong cards. not everything needs to be balanced cause then we would just be trading all the time like in arena. If you want those types of games where all we do is board control then play arena. There has to be strong cards that set themselves apart and are unique. Plus I see nothing wrong with it cause most classes rarely plays any 7 attack minions besides Dr 7 and even then like someone has mentioned that it normally just sits in your hand. The card is completely dead against aggro and priests most of the time if they don't buff their minions too much.
Thats why theyll nerf giants most likely in adition. Handlock needs to go. Otherwise 80% Midrange decks will be unplayable in Standard. And after all so many people cry about druid beeing so strong cause most cards come from Basic/classic and that goes for handlock too,
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With talk of nerfs existing, coming up more and more thanks to the announcement of a new expansion and a new way to play, I thought to myself "Is there a way to nerf a card and maintain its' initial identity?"
Initially, I thought about mechanics that already exist in the game that players are familiar with. Big Game Hunter's stats are fine as is, so that's not needing tampering with, but what's important is the Battlecry. It's the one thing that makes it hard to play anything big like Dr. Boom. The idea for Big Game Hunter should have been to stabilize, not keep or maintain control, so why not nerf the card properly?
Below is the new Big Game Hunter that I think should exist once the new formats are introduced. Big Game Hunter SHOULD be used to help recover, not keep people locked down. Granted, it still retains that power it had before, but with a twist that makes sense, for the sake of making the card a bit better(?).
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
This would make this card too conditional, there has to be a more elegant way to nerf it.
"The light shall burn you!" - heals face.
seems a little harsh of a nerf to me, i mean give it 1 more health with an effect that situational so you can at least slam it on 3 with a bad draw.
I think it is a hard card to nerf while retaining its identity,i havent given it much though on how they could do it, maybe just a peacekeeper effect if they wanted to take the easy way out. i heard someone suggest on this site that you could just change the battlecry to "deal 4 damage to a minion with over 7 attack" so im not sure which is best seems like a tough call.
"The world outside is so big, but it's safe in my domain
Because to you I'm just a number and a clever screen name..."
I THINK FOR MYSELF, THEREFORE.... I'M AN ATHEIST !!!
Kripp suggested just "damaging a minion" with 7 or more health.
Like, "deal 5 damage to a minion with 7 or more health"
This way, it is still powerful as it would still kill 7/4s and 7/5s, but it would not kill 8/5+ health like giants in one shot.
I say, nerf the stats, like a (5) mana 3/3 like Ram Wrangler would be better, or even a (4) mana 2/2 would be okay. If not removed, a 4/2 can do some damage or get in a good trade. No need for it to have 4 power being that the effect is so good.
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant
Why the hell would you nerf BGH? It's a card that without 7atk minions from your opponent stays completely dead in your hand all the time, and is also an excellent counter for those decks who just take a bunch of survival mechanisms and just a few "big" minion to curbstomp you.
When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
What would you do differently from me? I am curious, and I am looking for a discussion of sorts, so I'm all ears.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
It is to laugh to even talk about nerfing BGH while they have left Mysterious Challenger unchanged despite it being considered imbalanced by most of the community. BGH does not bother me, and I don't think it needs to be changed at all.
I like the idea of damaging high attack minions. That way it isn't a complete waste for them to spend 7+ mana on a minion that will provide no tempo whatsoever because of BGH. It would see play only for decks that need the extra boost of removal, so the 4/2 stats aren't a big problem.
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Why not just give BGH Legendary status that way it retains the same flavor and everybody gets a free Legendary for disenchanting the extra.
I wouldn't fear playing bigger cards as much if my opponent only had one.
Maybe 6 attack? 6-cost is a little too broad.
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Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
In order to nerf BGH they'd have to first nerf molten giants. Thats really why they added it in the first place. Dropping multiple 8/8's on a turn is game over for most classes.
Which decks play BGH these days? Some combo druids, some CWs... Priest, Hunter, Zoolock, Mage, Paladin, Shaman usually don't. It's not particularly likely to resurge in standard either, because most of the hard removal you play instead is in classic. Fel Reaver and Boom, two major targets, will be out.
Maybe it will see a slight nerf, like making it 4 mana with a better body, but I don't think the card will be changed at all.
I need Big Game Hunter to deal with Ragnaros, if you are going to nerf it, at least make his battlecry destroy / deal 8 damage to 8 attack or higher minions or:
"Battlecry: Destroy Ragnaros the Firelord"
Not sure why people dislike him, he is a guardian more than a threat, he keeps us safe from big bullies. I love him, I will marry him, even if he messes up my jousts.
When you dump something down the toilet it disappears while still existing in the sewers. Welcome to Wild mode, "it's not like they took our cards away".
Seriously would it really hurt to just have strong cards. not everything needs to be balanced cause then we would just be trading all the time like in arena. If you want those types of games where all we do is board control then play arena. There has to be strong cards that set themselves apart and are unique. Plus I see nothing wrong with it cause most classes rarely plays any 7 attack minions besides Dr 7 and even then like someone has mentioned that it normally just sits in your hand. The card is completely dead against aggro and priests most of the time if they don't buff their minions too much.
GL beating Handlock without BGH.
Really doesn't need a nerf.